Note that there are some explanatory texts on larger screens.

plurals
  1. POOpenGL ES 2.0 debugging
    text
    copied!<p>So, I have an <strong>OpenGL ES 2.0</strong> app. It compiles and runs in the iPhone/iPad simulators, on a real iPhone/iPad, and under Windows using Imgtec's emulator libraries (i.e. <strong>PVRVframe</strong>).</p> <p>In said app, I have one particular draw call that results in no pixels written to the target, even though all the state I can query looks sensible (viewport, depth test/stencil test/cull/blend off, framebuffer complete etc), and AFAICT I am submitting sensible vertex data. </p> <p>What I'm after at this point is a <strong>Pix</strong> / <strong>GPAD</strong> - like tool that will let me step through the scene and review state I cannot directly query from OpenGL at the point of the draw call in question (e.g. actual vertex/index buffer content).</p> <p>Neither <strong>PVRTrace</strong> nor the <strong>OSX instruments</strong> appear to capture enough state for debugging this kind of problem. In particular, they do not capture vertex/index buffer or texture data (OSX instruments doesn't capture shader source either).</p> <p><strong>gDEBugger</strong>, previously the answer to this sort of question on Stack Overflow, is now at version 5.8 - it's gone free, which is nice, but no longer supports OpenGL ES 2 (under Windows, no ES2-renderable config is available through EGL; under OSX, there is no way to attach the debugger to an app running either in the simulator or on the real device) - which is not as nice.</p> <p>Am I missing something obvious? What are my options? How do others debug their scenes?</p>
 

Querying!

 
Guidance

SQuiL has stopped working due to an internal error.

If you are curious you may find further information in the browser console, which is accessible through the devtools (F12).

Reload